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Topic: [Asydia] Systems: Statistics (Read 1888 times)

The Asydian system is being designed for simplicity. To this effect, we do away with the need for Skills, Feats and Traits by condensing them into a character's base Statistics. These Statistics are the raw attributes a PC has, and are used as a basis for any actions in game which may require a roll. The base score for each attribute is a 0, but this score can go into negatives. Classes (And possibly races) chosen will augment these statistics to a degree, and players are also given several points to distribute amongst their skills to further adjust their characters. Your attributes equivalent to the modifier for each roll, so for example, a +2 Power modifier will give a +-2 to the Roaming Roll for any Power based action.

Statistics

Power: One's Physical Strength. Power is used to determine the result of anything which requires great physical exertion, such as flipping tables, breaking through doors or pushing over a stone statue. Power also modifies damage and hit chance for weapons of the Forceful type.

Power can be used for:- Bashing down doors- flipping tables- breaking out of chains- escaping from a grapple- Moving a log off a path

Power

Damage Bonus (Forceful)

Roaming Attack Bonus (Forceful)

-5

-5

-3

-4

-4

-2

-3

-3

-2

-2

-2

-1

-1

-1

-1

0

0

0

1

1

0

2

2

1

3

3

1

4

4

2

5

5

2

6

6

3

7

7

3

8

8

4

9

9

4

10

10

5

Precision: How accurate one is in their actions - how steady handed and sure-footed you are. Precision is used to determine and precise action, such as balancing on a ledge, scaling a wall, picking a pocket without being noticed or jumping a ravine. Precision modifies your damage for weapons of the Precise type, and modifies your Roaming Attack bonus (RA) for precise weapons. High levels of Precision will also increase your Critical hit range, meaning you don't have to roll exactly the same to score a critical hit.

Speed: How fast you are. This covers movement speed and reaction time. Speed is used to determine any action which requires haste, such as sliding under a close gate, snatching something from another person's hand before they can react, or hiding before someone enters a room. Speed determines your initiative bonus and may grant you additional attacks per round. Speed also modifies your Roaming Defense bonus (RD) when you are able to move freely.

Speed can be used for:- rolling under a closing door, a la Indiana Jones- Snatching an item from someone's hand before they can react- getting under cover before being noticed- outrunning a foe

Speed

Initiative Bonus

Roaming Defense bonus (RD)

Attacks per Round

-5

-5

0

1/2 rounds

-4

-4

0

1

-3

-3

0

1

-2

-2

0

1

-1

-1

0

1

0

0

0

1

1

1

0

1

2

2

1

1

3

3

1

1

4

4

2

1

5

5

2

1

6

6

3

1

7

7

3

1

8

8

4

1

9

9

4

1

10

10

5

2

Hardiness: How fit and healthy you are. Hardiness is used to resist non-magical ailments which may afflict you, from poisons to blinding to diseases, to how much alcohol you can stomach before passing out. Hardiness modifies your total Hit Points. Hardiness is especially important for BloodMages, as their spells draw on their Hit Points.

Hardiness can be used for:- Resisting poison, disease or drunkenness- ending physically debilitating effects early such as blindness, bleeding and being stunned.

Hardiness

Hit Point Bonus

-5

-5

-4

-4

-3

-3

-2

-2

-1

-1

0

0

1

1

2

2

3

3

4

4

5

5

6

6

7

7

8

8

9

9

10

10

Education: How learned you are. Education modifies any knowledge based rolls, such as deciphering texts, comprehending languages or researching to learn vital information. A High Education grants you knowledge of additional languages. An Education score below 0 will effect your speech. Education also plays a part in the success of any actions which may require specialist knowledge, such as first aid, crafting and smithing. High levels of education will grant characters an understanding of the elements, giving a bonus to the amount of points they can spend each level on elemental magic skills. This means that even non-Witch or Warlock classes may eventually be able to utilize elemental magic - although they will never be very skilled at it.

Experience: How wise to the world you are. Experience modifies any rolls based on awareness, intuition or common sense, such as: Survival, navigation, Perception and sensing motives. High Experience will allow one to choose from a list of 'favored enemies/obstacles', granting bonuses for encounters with them. Includes Favored enemies (Of a type), Experience with spotting Traps, hidden creatures, treasure, secret doors etc... Higher Modifier allows more choices, but the choices cannot be stacked.) *The List of Favored obstacles/foes will be added at a later a date.

Experience can be used for:- Navigating through the wilderness- tracking- detecting hidden doors, foes or objects- crafting and smithing.

Experience

Number of Favored Obstacles

-5

0

-4

0

-3

0

-2

0

-1

0

0

0

1

0

2

1

3

1

4

2

5

2

6

3

7

3

8

4

9

4

10

5

Charm: How likeable and well received you are. Charm is used to modify any actions where the opinion of another is important. Bluffing, Threatening, Persuading, Bartering, Wooing, Disguising yourself and Befriending are all examples of Charm-based actions. Charm is also used when trying to handle animals.

Charm can be used for:- Persuading, bluffing, bargaining and wooing others.- Calming your horse after it was spooked by thunder- befriending a suspicious guard.

Presence: How well you stand out in a crowd. A high presence score represents a greater ability to control how noticeable you are, whether you want people to notice you, or to ignore you. Stalkers and anyone who wants to go about unseen will benefit greatly from presence.

Presence can be used for:- walking silently- hiding- wearing disguises convincingly- making a large diversion by causing a scene- getting picked out of a crowd - or avoiding getting picked!

Faith: The measure of one's faith and belief. This is both a measure of Faith in the Gods, and Superstition. A high score in Faith will make Divine magic more potent when used on you, and grant higher resistance to most forms of magic. In situations where Sanity rolls are required, faith is the stat that may grant you bonuses to protect your sanity. Faith is particularly important to those who use Divine Magic, as it grants bonuses to the strength of their spells.

Faith can be used for:- defending against magical attacks- disbelieving illusions- defending against ghostly and spiritual attacks- preserving your sanity, in situations where it is required.

Faith

Bonus to positive effects from Divine Magic (Given and Received)

-5

-5

-4

-4

-3

-3

-2

-2

-1

-1

0

0

1

1

2

2

3

3

4

4

5

5

6

6

7

7

8

8

9

9

10

10

*Note: Some skills may overlap into more than one category. For example, when trying to identify a monster, a PC may draw on either Education (He may have learned about the monster from a book) or Experience (He may have encountered the beast in his travels before). In these cases, the statistic with the highest modifier is used.

When leveling, it may be tempting to place all your points in just a couple of these statistics to build them up - and this is absolutely fine - however one might find themselves lacking in necessary skills later at later levels if they choose this path.